Post Jam updates (Fullscreen, Demo Mode, Calm the AI down)
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|
@ -19,12 +19,12 @@ public class Tutorial : MonoBehaviour {
|
|||
public GameBoard board;
|
||||
|
||||
void Drop() => board.board = board.DropNow(board.board);
|
||||
WaitUntil UntilDrop() => new WaitUntil(()=>board.delayState.Equals(GameBoard.DelayState.None));
|
||||
WaitUntil UntilDrop() => new WaitUntil(() => board.delayState.Equals(GameBoard.DelayState.None));
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start() {
|
||||
board.Setup();
|
||||
board.StartGame();
|
||||
board.StartGame();
|
||||
board.AIEnabled = true; // Disable player input on the board
|
||||
tutorialText = GetComponent<TMP_Text>();
|
||||
|
||||
|
@ -35,7 +35,7 @@ public class Tutorial : MonoBehaviour {
|
|||
|
||||
IEnumerator TutorialRoutine() {
|
||||
board.board = BoardStateExtension.Initialize();
|
||||
board.nextPair = (new TileInfo(TileKind.Block,TileColor.Yellow), new TileInfo(TileKind.Block, TileColor.Yellow));
|
||||
board.nextPair = (new TileInfo(TileKind.Block, TileColor.Yellow), new TileInfo(TileKind.Block, TileColor.Yellow));
|
||||
board.currentPair = (new TileInfo(TileKind.Block, TileColor.Yellow), new TileInfo(TileKind.Block, TileColor.Yellow));
|
||||
|
||||
SetText("TUTORIAL_INTRO", "Welcome to Touhou: Luminous Strike!");
|
||||
|
@ -72,7 +72,7 @@ public class Tutorial : MonoBehaviour {
|
|||
|
||||
SetText("TUTORIAL_COLORS", "But of course, lanterns come in a variety of colors");
|
||||
activePatchyNumber = 1;
|
||||
for(int i = 0; i < GameBoard.COLUMN; ++i) {
|
||||
for (int i = 0; i < GameBoard.COLUMN; ++i) {
|
||||
bs[i].AddRange(new[] {
|
||||
new TileInfo(TileKind.Block, TileColor.Red),
|
||||
new TileInfo(TileKind.Block, TileColor.Blue),
|
||||
|
@ -144,7 +144,7 @@ public class Tutorial : MonoBehaviour {
|
|||
yield return new WaitForSeconds(2f);
|
||||
SetText("TUTORIAL_EXTRA", "Lanterns always come in pairs, but you can swap with the next pair by pressing [Z]");
|
||||
activePatchyNumber = 3;
|
||||
for(int i = 0; i < 5; ++i) {
|
||||
for (int i = 0; i < 5; ++i) {
|
||||
board.SwapTiles();
|
||||
yield return new WaitForSeconds(1f);
|
||||
}
|
||||
|
@ -160,7 +160,7 @@ public class Tutorial : MonoBehaviour {
|
|||
|
||||
activePatchyNumber = 3;
|
||||
SetText("TUTORIAL_EXTRA3", "Finally, be cautious, as if your board fills up, it will collapse and you will lose.");
|
||||
for(int i = 0; i < 12; ++i) {
|
||||
for (int i = 0; i < 12; ++i) {
|
||||
yield return new WaitForSeconds(0.15f);
|
||||
for (int j = 0; j < GameBoard.COLUMN; ++j) {
|
||||
yield return new WaitForSeconds(0.05f);
|
||||
|
@ -168,7 +168,7 @@ public class Tutorial : MonoBehaviour {
|
|||
}
|
||||
}
|
||||
|
||||
board.Clear();
|
||||
board.Clear();
|
||||
|
||||
yield return new WaitForSeconds(5f);
|
||||
activePatchyNumber = 1;
|
||||
|
|
|
@ -0,0 +1,25 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class FullscreenToggler : MonoBehaviour {
|
||||
public Sprite Fullscreen, Window;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start() {
|
||||
GetComponent<Button>().onClick.AddListener(onButtonClick);
|
||||
}
|
||||
|
||||
void onButtonClick() {
|
||||
Screen.fullScreen = !Screen.fullScreen;
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update() {
|
||||
bool state = Screen.fullScreen;
|
||||
|
||||
var img = GetComponent<Image>().sprite = state ? Fullscreen : Window;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
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||||
guid: bd8ec73c712204645877689af899e16f
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -141,8 +141,11 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize {
|
|||
Combo = 0;
|
||||
|
||||
ApplyTrash();
|
||||
|
||||
|
||||
delayState = DelayState.None;
|
||||
|
||||
UpdateNow();
|
||||
}
|
||||
}
|
||||
return;
|
||||
|
@ -172,8 +175,11 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize {
|
|||
} else {
|
||||
timeInState = airCollapseTime; // instant
|
||||
}
|
||||
lastState = DelayState.Collapse;
|
||||
|
||||
lastState = DelayState.Collapse;
|
||||
delayState = DelayState.Collapse;
|
||||
|
||||
UpdateNow();
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
@ -194,6 +200,7 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize {
|
|||
if (timeInState > AutoDeathTime) {
|
||||
if (dangerLevel > ROW) {
|
||||
ApplyTrash();
|
||||
UpdateNow();
|
||||
} else {
|
||||
timeInState = 0; // Reset the time in state before we check autodeath again
|
||||
}
|
||||
|
|
|
@ -43,7 +43,11 @@ public class GameBoardInstance : MonoBehaviour {
|
|||
player1.Stop();
|
||||
player2.Stop();
|
||||
|
||||
StartCoroutine(EndGameTimer(5f));
|
||||
if (wasInDemo) {
|
||||
ExitGame(true);
|
||||
} else {
|
||||
StartCoroutine(EndGameTimer(5f));
|
||||
}
|
||||
}
|
||||
} else if (state == GameState.Continue){
|
||||
var response = -1;
|
||||
|
@ -92,7 +96,7 @@ public class GameBoardInstance : MonoBehaviour {
|
|||
player2.Clear();
|
||||
}
|
||||
|
||||
public void SetupGame(){
|
||||
public void SetupGame(bool asDemo = false){
|
||||
System.Action callback;
|
||||
|
||||
ClearGame();
|
||||
|
@ -111,6 +115,9 @@ public class GameBoardInstance : MonoBehaviour {
|
|||
player2.authorityID = -1;
|
||||
|
||||
callback = StartSinglePlayer;
|
||||
if (asDemo) callback = StartDemo;
|
||||
// why isn't this legal???
|
||||
//callback = asDemo ? StartDemo : StartSinglePlayer;
|
||||
}
|
||||
|
||||
player1.Setup();
|
||||
|
@ -153,16 +160,33 @@ public class GameBoardInstance : MonoBehaviour {
|
|||
Rematch.Instance.Setup();
|
||||
}
|
||||
|
||||
static bool wasInDemo = false;
|
||||
private void StartSinglePlayer(){
|
||||
player1.StartGame();
|
||||
player2.StartGame();
|
||||
player2.StartAI(new[] { 0.5f, 0.2f, 0.1f, 0f }[AIDifficulty]);
|
||||
}
|
||||
//player2.StartAI(new[] { 0.5f, 0.2f, 0.1f, 0f }[AIDifficulty]);
|
||||
player2.StartAI(new[] { 2f, 0.5f, 0.2f, 0f }[AIDifficulty]);
|
||||
|
||||
private void StartMultiPlayer(){
|
||||
wasInDemo = false;
|
||||
}
|
||||
|
||||
[ContextMenu("Start Demo")]
|
||||
private void StartDemo() {
|
||||
player1.StartGame();
|
||||
player2.StartGame();
|
||||
player1.StartAI(Random.value * 0.4f);
|
||||
player2.StartAI(Random.value * 0.4f);
|
||||
|
||||
wasInDemo = true;
|
||||
}
|
||||
|
||||
private void StartMultiPlayer(){
|
||||
player1.StartGame();
|
||||
player2.StartGame();
|
||||
}
|
||||
|
||||
wasInDemo = false;
|
||||
|
||||
}
|
||||
|
||||
public void ExitGame(bool force = false){
|
||||
if (gameActive || force){
|
||||
|
|
|
@ -23,6 +23,7 @@ public class GameBoardRender : MonoBehaviour {
|
|||
[Header("Extra")]
|
||||
public TileRender place1;
|
||||
public TileRender place2;
|
||||
public TileRender place1a, place2a; // Ghost tile display
|
||||
public TileRender place3, place4; // Next tile display
|
||||
|
||||
public SimpleAnimationLoop[] characterAnimations;
|
||||
|
@ -124,9 +125,15 @@ public class GameBoardRender : MonoBehaviour {
|
|||
place1 = Instantiate(GameBoardInstance.instance.tilePrefab, corner).GetComponent<TileRender>();
|
||||
place2 = Instantiate(GameBoardInstance.instance.tilePrefab, corner).GetComponent<TileRender>();
|
||||
|
||||
place1a = Instantiate(GameBoardInstance.instance.tilePrefab, corner).GetComponent<TileRender>();
|
||||
place2a = Instantiate(GameBoardInstance.instance.tilePrefab, corner).GetComponent<TileRender>();
|
||||
|
||||
place3 = Instantiate(GameBoardInstance.instance.tilePrefab, corner).GetComponent<TileRender>();
|
||||
place4 = Instantiate(GameBoardInstance.instance.tilePrefab, corner).GetComponent<TileRender>();
|
||||
|
||||
place1a.transform.localPosition = Vector3.zero;
|
||||
place2a.transform.localPosition = Vector3.zero;
|
||||
|
||||
place1.transform.localPosition = Vector3.zero;
|
||||
place2.transform.localPosition = Vector3.zero;
|
||||
place3.transform.localPosition = Vector3.zero;
|
||||
|
@ -220,6 +227,8 @@ public class GameBoardRender : MonoBehaviour {
|
|||
public void ClearPlacement(){
|
||||
place1.ClearDisplay();
|
||||
place2.ClearDisplay();
|
||||
place1a.ClearDisplay();
|
||||
place2a.ClearDisplay();
|
||||
place3.ClearDisplay();
|
||||
place4.ClearDisplay();
|
||||
}
|
||||
|
@ -237,6 +246,35 @@ public class GameBoardRender : MonoBehaviour {
|
|||
|
||||
place1.SetDisplay(left, left.color, left.kind);
|
||||
place2.SetDisplay(right, right.color, right.kind);
|
||||
|
||||
int min = Mathf.Min(leftPosition.x, rightPosition.x), max = Mathf.Max(rightPosition.x, leftPosition.x);
|
||||
if (min >= 0 && max < GameBoard.COLUMN) {
|
||||
int leftHeight = board.board[leftPosition.x].Count;
|
||||
int rightHeight = board.board[rightPosition.x].Count;
|
||||
|
||||
switch(board.playerRotation) {
|
||||
case 3:
|
||||
leftHeight += 1;
|
||||
break;
|
||||
case 1:
|
||||
rightHeight += 1;
|
||||
break;
|
||||
}
|
||||
|
||||
place1a.transform.localPosition = new Vector3(leftPosition.x * width, leftHeight * height);
|
||||
place2a.transform.localPosition = new Vector3(rightPosition.x * width, rightHeight * height);
|
||||
|
||||
place1a.SetDisplay(left.color, left.kind);
|
||||
place2a.SetDisplay(right.color, right.kind);
|
||||
|
||||
var fade = new Color(1, 1, 1, board.delayState.Equals(GameBoard.DelayState.None) ? 0.5f : 0.0f);
|
||||
|
||||
place1a.renderer.color = fade;
|
||||
place2a.renderer.color = fade;
|
||||
} else {
|
||||
place1a.ClearDisplay();
|
||||
place2a.ClearDisplay();
|
||||
}
|
||||
}
|
||||
|
||||
void RebuildStack(Transform root, TileList tiles){
|
||||
|
|
|
@ -8782,8 +8782,8 @@ RectTransform:
|
|||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
m_AnchorMin: {x: 0.5, y: 0.5}
|
||||
m_AnchorMax: {x: 0.5, y: 0.5}
|
||||
m_AnchoredPosition: {x: 98.7, y: -48.3}
|
||||
m_SizeDelta: {x: 33.55, y: 32.36}
|
||||
m_AnchoredPosition: {x: 58, y: -48.3}
|
||||
m_SizeDelta: {x: 38.67, y: 32.36}
|
||||
m_Pivot: {x: 0.5, y: 0.5}
|
||||
--- !u!222 &565950779861049767
|
||||
CanvasRenderer:
|
||||
|
@ -8811,7 +8811,8 @@ MonoBehaviour:
|
|||
m_OnCullStateChanged:
|
||||
m_PersistentCalls:
|
||||
m_Calls: []
|
||||
m_Sprite: {fileID: 21300000, guid: 8f8cf9388c6bebf4da648cb603b32d49, type: 3}
|
||||
m_Sprite: {fileID: 8214095464950831658, guid: 8fcdefe117c22b0418ec8c587a2b7601,
|
||||
type: 3}
|
||||
m_Type: 0
|
||||
m_PreserveAspect: 0
|
||||
m_FillCenter: 1
|
||||
|
@ -8876,8 +8877,8 @@ MonoBehaviour:
|
|||
m_Script: {fileID: 11500000, guid: 5f22fd919e31ff14f816d4ac2ac5b136, type: 3}
|
||||
m_Name:
|
||||
m_EditorClassIdentifier:
|
||||
Unmuted: {fileID: 21300000, guid: 8f8cf9388c6bebf4da648cb603b32d49, type: 3}
|
||||
Muted: {fileID: 21300000, guid: 447378b52f1cc68408835ecc08470b9a, type: 3}
|
||||
Unmuted: {fileID: 8214095464950831658, guid: 8fcdefe117c22b0418ec8c587a2b7601, type: 3}
|
||||
Muted: {fileID: -1642888619156654608, guid: 0bfd909715d8ed343a18a1e0d0eaef05, type: 3}
|
||||
MutesMusic: 0
|
||||
--- !u!1 &1736330633559397463
|
||||
GameObject:
|
||||
|
@ -14930,6 +14931,7 @@ RectTransform:
|
|||
m_Children:
|
||||
- {fileID: 2042074775933466380}
|
||||
- {fileID: 4901449696098702457}
|
||||
- {fileID: 2999342363478846092}
|
||||
m_Father: {fileID: 299606013}
|
||||
m_RootOrder: 3
|
||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
|
@ -14974,8 +14976,8 @@ RectTransform:
|
|||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
m_AnchorMin: {x: 0.5, y: 0.5}
|
||||
m_AnchorMax: {x: 0.5, y: 0.5}
|
||||
m_AnchoredPosition: {x: 56.870075, y: -48.299988}
|
||||
m_SizeDelta: {x: 33.55, y: 32.36}
|
||||
m_AnchoredPosition: {x: 22.13003, y: -48.299988}
|
||||
m_SizeDelta: {x: 38.67, y: 32.36}
|
||||
m_Pivot: {x: 0.5, y: 0.5}
|
||||
--- !u!222 &9169607402770690341
|
||||
CanvasRenderer:
|
||||
|
@ -15003,7 +15005,8 @@ MonoBehaviour:
|
|||
m_OnCullStateChanged:
|
||||
m_PersistentCalls:
|
||||
m_Calls: []
|
||||
m_Sprite: {fileID: 21300000, guid: e4683db7ee00da245b033812e6fdf9ac, type: 3}
|
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m_Sprite: {fileID: -2667601937048796137, guid: 8fcdefe117c22b0418ec8c587a2b7601,
|
||||
type: 3}
|
||||
m_Type: 0
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m_PreserveAspect: 0
|
||||
m_FillCenter: 1
|
||||
|
@ -15068,8 +15071,9 @@ MonoBehaviour:
|
|||
m_Script: {fileID: 11500000, guid: 5f22fd919e31ff14f816d4ac2ac5b136, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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Unmuted: {fileID: 21300000, guid: e4683db7ee00da245b033812e6fdf9ac, type: 3}
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Muted: {fileID: 21300000, guid: 076a3878e0340bb41b97b9fe97771926, type: 3}
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Unmuted: {fileID: -2667601937048796137, guid: 8fcdefe117c22b0418ec8c587a2b7601,
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type: 3}
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@ -109,6 +109,8 @@ public class GameTransition : MonoBehaviour {
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private bool prevState;
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private bool curState;
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public float timeSinceInputOnRoot = 0f;
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private void Update() {
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// obscure fix to input field + esc
|
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|
@ -148,7 +150,21 @@ public class GameTransition : MonoBehaviour {
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}
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}
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if (state == GameState.Menu) {
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timeSinceInputOnRoot += Time.deltaTime;
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if (timeSinceInputOnRoot > 15) {
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//state = GameState.SinglePlayer;
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GameBoardInstance.instance.SetupGame(true);
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Debug.Log("Starting Demo");
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timeSinceInputOnRoot = 0;
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}
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} else {
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timeSinceInputOnRoot = 0f;
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}
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if (Input.anyKey)
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timeSinceInputOnRoot = 0f;
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// transform
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var dist = Time.deltaTime * lerpSpeed;
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@ -118,7 +118,7 @@ PlayerSettings:
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16:10: 0
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16:9: 1
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Loading…
Reference in New Issue